That guide is dope rayplay. I definitely took some things from there and will apply it to my game.
Anyone else notice that counter hitting standing jabs with st.MP causes increased reel back to the point that linking cr.MP after does not work?
I have noticed this, especially with Birdie more than anyone.
tips very much appreciated
thanks
https://www.youtube.com/watch?v=zSJ4VQArNDQ
https://www.youtube.com/watch?v=_xBGH6UOgXc
I just know you really have to stay on top of Bison and apply laura’s pressure down to the T. Honestly youre better than me I broke my desk in half because I got pissed when he grabbed me halfway out of my Sunset Wheel leading into a K.O.
yea it was pretty hard considering he really used his v reversals
tips very much appreciated
thanks
V-reversal! You were so close to stun and getting pressured so many times and you had v-meter. Laura’s v-trigger is good but not worth taking pressure/mixups. I always v-reversal when I know it will hit. Also I do not rush bison down, I like to play keepaway with my fireball and everytime I manage to get a charged fireball go in for safe 50/50s. The important thing to do when playing keepaway, make sure you punish every one of bison’s jumps/stomps and dashes with the maximum damage. Bison is so slow, even Laura’s keepaway destroys him.
Another sidenote when you were pressuring, you can definitely mix it up more. I saw a lot of Medium punch cancelled into ex fireball, you really cant waste meter like that, you have to confirm your hits with longer strings or just go for grabs. It is really important for Laura to see when you get a counter hit, practice looking for the hits, instead of always resorting to her ex fireball.
Hope this helps.
A bit of information for those who want to learn about what you can do after a knockdown when the opponent quick rises (I believe this is accurate):
MP Bolt/EX Bolt > Kick ender > dash forward puts you at +0 frames
Forward throw > dash forward puts you at +0 frames
Back throw > dash forward puts you at +2 frames
So in summary back throw is preeetty good.
To add, ex command grab after MP Bolt/EX Bolt > Kick ender and HP bolt will beat out any 3f normal on quick rise.
Things I learned this week, don’t play ranked with Laura after working a 12 hour graveyard shift lol. Playing so much better now that I’ve had some rest.
Great
Everyone and their mom is playing ryu now
To add, ex command grab after MP Bolt/EX Bolt > Kick ender and HP bolt will beat out any 3f normal on quick rise.
If done immediately this works on neutral throw quick rise also. Also, both options, MP bolt->K and neutral throw followed up with EX grab catch Ken’s 3f tatsu which I THINK is airborne on the 2nd frame, so that means it actually really is a 1 frame meaty throw.
I suggest mixing it up with a half moment delayed EX elbow to catch jumpers and in general only recommend doing this at all when you have them in the corner and back dashing isn’t an option. It takes some feeling it out but I can fairly consistently get “meaty”(EX elbow isn’t meaty really) elbow to catch Ken’s 3frame tatsu, as he wakes up, while grounded meaning I can do a P or K followup.
It’s still gimmicky, but if you DO do it in the corner and only use is sparingly plus mix it up with EX elbow, I think this may actually be a good surprise option. Neither one is safe if they guess right though so definitely should be done very sparingly.
Ex command grab is really gimmicky overall. I rarely use it. I was just trying to find situations where it would beat out people who mash jab on wake-up, since a lot of people love to do that instead of just block, lol. A part of me wishes the ex flash didn’t happen until after the initial dash-in animation. But that’s just me. I’m really just not a fan of ex command grab in it’s current state.
So in the next patch they are extending jump frames to counter option selects or something. Wouldn’t this mean that people are less likely to air reset out of Laura pressure when trying to jump away or am I misunderstading the changes?
So in the next patch they are extending jump frames to counter option selects or something. Wouldn’t this mean that people are less likely to air reset out of Laura pressure when trying to jump away or am I misunderstading the changes?
It should mean that. If you want to test jump prevention, see if you can keep Birdie from jumping in the current version. Everyone’s jump is going to be at least as much startup as his current jump (4f).
So that mean people will not be able to jump out of Laura’s 5MP after an elbow. Good.
sick! so when I do lp bolt charge into throw or what not and if they neutral jump I have more time to react with HP bolt charge!
Finally made it to silver haha! The amount of salt I see Laura generating is pretty funny considering she’s pretty punishable on a fuck up.
Goddamm it I hate the input buffer in this game, just lost to a shitty Necalli because the game thought I wanted to anti-air with MP projectile instead of just MP, and then it thought I wanted to quickrise even though my input was neutral when I hit the ground. So frustrating
One change I would love to see is making her c.lp combo into her lp elbow. This way empty jump low becomes a thing, you can do it with c.mk but you can get grabbed out of it which sucks.